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Entropy238
Oct 21, 2010

Fallen Rib
What a loving disaster. Their old plan was fine and cool with Bethesda as well so I don't see why this late in the game they've made the decision to poo poo everything up.

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Entropy238
Oct 21, 2010

Fallen Rib
I was tinkering around in the CS for the first time and I've inspired myself to release a game mechanic overhaul mod that will alter (among others things) spells/spell effects, equipment, alchemy, NPCs/creatures, races and some settings with a view to making some of the often less used skills/spells/equipment much more attractive without in any way affecting a player's ability to create constant effect enchant items or other powerful stuff if they want to. It'll be designed with GCD Lean, Morrowind Advanced, the Creatures Mod and existing economy adjusters in mind.

I don't want to remove any existing options from the player but want to make it so that there are real, viable and powerful character builds that don't always have to involve heavy armour/blunt weapons/longswords. I want to buff existing medium/light armours (and create new ones) with more unique abilities and enchantments so there's a real tradeoff between armour rating and utility gained from armour. For instance, magicka/skill enhancing light armour or light armour that gives the player higher resistances or health regen. Also, to offset the huge advantage that higher base damage weapons have I want to make smaller weapons much more enchantable and improve existing enchants on other less used weapons. Overall enchantment capacity on various pieces of equipment will be altered to compensate and make sure things don't get completely out of hand.

Without removing reflect from the game I want to deal with it in a way so that it's no longer a massive pain to magic users by making it so that characters can defend themselves from reflect with short-term resistance to magicka effects at reduced autocalculated costs. To enable this one of my core philosophies behind the mod will be that every spell is auto-calculated – and that only on really special occasions will players be rewarded with cooler/more efficient spells (maybe after doing a quest for a Telvanni Councillor for instance). I'll update a lot of the existing spells in the game too e.g. give greater fireball an 80% resist fire on self for 3 secs component.

Alchemy will be streamlined to get rid of all the lovely effects so that people can actually use the herbs they pick up on demand rather than bulk buy at shops – compensated for by a small decrease in the overall power of alchemy equipment.

Some of this will involve a little bit of nerfing but only in moderation and only when it's going to make things more fun for the player (the game's easy enough as it is)

I've never made a mod before so what would be the best way of planning such a project? Figuring out the CS seems easy enough but the actual process of creating it seems more complicated. I figure there's four stages that you'll cycle through: Planning > Implementation > Testing > Release then repeat based on feedback after release. I've started an excel sheet with all the spell effects and I've realised that this is probably going to take me a very long time, in particular inputting the information on to the spreadsheets to plan changes.

Entropy238 fucked around with this message at 11:54 on Oct 10, 2015

Entropy238
Oct 21, 2010

Fallen Rib

Lunchmeat Larry posted:

You uh might want to start a little smaller to be honest.


Krowley posted:

Make a house or a dungeon or something instead


Shibawanko posted:

Trying to balance everything out perfectly is a mistake anyway and it's why Oblivion was poo poo. I like it the way it is in Morrowind, medium armor is clearly inferior, that's why it's cool to wear it anyway. Same with the gondolier's hat and a plain black or brown robe instead of exquisite.

Admittedly many of my ideas would be derivative of work already carried out by BTB. My thing isn't really balance though but rather making abilities that are clearly useless (or undesirable in preference to other things) better to add more variety, tactics and fun – and also to make mages more viable against reflect monsters and add loads of cool poo poo.

From what I can tell most of the actual effort of this mod would be planning rather than the implementation itself which is just more laborious than anything. I know what I want to do and how I want to do most of it already.

Entropy238
Oct 21, 2010

Fallen Rib
Lets face it though I'll probably just burn out.

Entropy238
Oct 21, 2010

Fallen Rib
I think in terms of balance there's a lot to be said for keeping the OP stuff the way it is and just making other poo poo more viable/diverse/interesting.

For instance, while it's not completely gimped, with a few exceptions light and medium armours towards the end of the game don't really offer any benefits whatsoever over heavy armour and they're less interesting with a narrower and less diverse choice of stuff to choose from. Maybe add in some unique light armour with +Int, +Will or +Agi bonuses, or Chameleon bonuses, Sanctuary effects etc ... – e.g. in line with the skills that characters who use those types of armour would probably benefit from. Or, have medium/light armour with big magicka bonuses for battlemages so your character can choose between the heavy poo poo which tends to emphasise physical prowess and the lighter stuff which might focus on other stuff but at the cost of armour.

Weapons on the whole seem pretty good but I'd increase the enchant capacity on the faster ones so they're more viable vs their heavier counterparts which benefit greatly from strength modifiers end game.

Then, give enemies a more diverse range of immunities but get reflect the gently caress outta the game or amend it so that it's proportional rather than binary.

Of course every character will eventually be OP but with Morrowind I always found that the rewarding thing was how you got there rather than the end result.

Entropy238
Oct 21, 2010

Fallen Rib
I know it's probably not possible under the current engine but Morrowind could probably really benefit from having different kinds of physical damage to introduce a bit of variety in how the weapons function e.g. Slashing Resist, Crushing Resist, Piercing Resist.

Entropy238
Oct 21, 2010

Fallen Rib
I did say there were a couple of good exceptions e.g. Cuirass of the Savior's hide.

The Fist of Randagulf +10 STR and Wraithguard when worn together results in an encumbrance surplus (-19), Therana's Daedric Greaves and Cuirass both come with Feather 50 Enchantment (+44 Encumbrance Gain). A bog standard Glass Cuirass and Greaves weighs 27 by itself.

Most items in the game can be gotten pretty quickly if you know where to look.

IMO the weight of everything else is pretty much negligible once you start getting more strength innately and from equipment in the late game. I'll concede though it's handier in the early game.

Edit: Fists of Randagulf actually add +20 STR!!

Entropy238 fucked around with this message at 18:52 on Feb 11, 2016

Entropy238
Oct 21, 2010

Fallen Rib

Cat Mattress posted:

That's why you enchant them with constant effect feather + strength boost.

Alternatively you make clothing with constant effect bound armor.

Even without enchanting, using the examples I've used above, wearing Randagulf's STR Fist, Theranas Daedric Cuirass, Therana's Daedric Greaves and a pair of Daedric Boots only nets a +14 gain in encumbrance and that's four slots covered. Helm of Oreyn Bearclaw is only another +10.

Entropy238
Oct 21, 2010

Fallen Rib
Reflect is kinda poo poo for high level mages.

Try levitating out of reach and using spells that your character has a high level resist to. Or – unless you've tweaked it through MCP – use absorb health because it doesn't reflect.

There's a neat trick too where you can send a summoned creature in then use an AoE spell to bypass reflect. As long as the summoned creature without reflect is hit first other enemies' reflect doesn't matter.

Using summons in the ordinary way is also a possibility.

Or, choose your battles. It doesn't cost much to keep invisibility permanently up and provided you're casting 1 magicka cost training spells you're really not missing much by not killing common enemies with reflect.

Magicka just isn't an issue once you've got alchemy.

I dont really enchant much other than to make constant effect stuff but it's pretty OP - i've never bothered.

Entropy238
Oct 21, 2010

Fallen Rib

Gyshall posted:

The Morrowind UI is one of the best ones of any RPG game I've ever played. With a bit of QOL tweaking and modding in 2016, it becomes a really good UI.

Truth. And it is leagues better than the one included in Oblivion and Skyrim.

The alphabet spell-search function that comes with MCP is fantastic.

Entropy238
Oct 21, 2010

Fallen Rib
I've never had any issue with Fliggerty's keyring mod for what it's worth. If there's any faults they can probably be remedied via console/noclip anyway.

I will declare a fatwah on Bethesda if they release the next Elder Scrolls game on PC with a UI similar to the one in Oblivion/Skyrim. There's literally no loving excuse at this stage.

I found that the way spell-casting worked in Skyrim was definitely a step back from Oblivion too. Spell charging and assigning a spell to a certain hand seem cool but all they actually ended up doing was making the magic system clunkier than it already was without really providing any real tangible benefits over the old style of spell-casting, or at least any benefits that couldn't be incorporated with tweaks to the old system.

Morrowind with MCP Oblivion-Style casting feature is the best.

Entropy238
Oct 21, 2010

Fallen Rib
It seems like one of the lead developers for openMW – Scrawl – has had to take some time off due to real life/health issues.

Stay safe openMW :ohdear:

Entropy238
Oct 21, 2010

Fallen Rib

Kamrat posted:

Alchemy in this game is such a chore with the hoovering over ingredients looking for the right effects, is there a mod that makes this easier? Something that works with OpenMW?

I just use these two utilities:

http://morrowind.inventivegamer.com/tools/potion-maker/
https://xnode.org/page/Morrowind_Alchemy_Helper

99% of the ingredients in the game are available at restocking vendors. If you go to the ingredient's page on the UESP wiki it'll tell you where you can pick them up.

If you buy restocking ingredients from a vendor and then sell them back to the vendor it will increase their permanent stock. Each time they restock they'll have the ones you sold them back added to their permanent supply. Do it enough times and you'll be able to buy your 200 Ash Yams and 200 Bloat in one go - same for other ingredients e.g. those used to make restore health, restore mana potions.

Entropy238
Oct 21, 2010

Fallen Rib

Kamrat posted:

Aw, I was hoping for more of an ingame thing, the links you provided will help making alchemy less of a chore however, thank you. :)

There's definitely probably more of an in game thing out there somewhere - bit of googling should do the trick.

Entropy238
Oct 21, 2010

Fallen Rib

Agents are GO! posted:

So what you're saying is that I can just run Tamriel Rebuilt without either of those files and it will work perfectly and if it doesn't that it's your fault?

That's what I'm taking from it.

Entropy238
Oct 21, 2010

Fallen Rib
I don't think there's any way of getting around the fact that hlaalu are just kind of ... poo poo? They even killed them off for TESV.

Entropy238
Oct 21, 2010

Fallen Rib
The Elder Scrolls: Total War mod absolutely owns and I'd 100% recommend it: http://www.moddb.com/mods/the-elder-scrolls-total-war

It's got the Nerevarine plot and the Oblivion Crisis. Last time I played it I actually hosed up my game because Martin dropped the ball on the Oblivion crisis, so while I was busy conquering all of the houses of Morrowind for the glory of house Redoran the whole of Tamriel actually got conquered by Daedra :(

Entropy238
Oct 21, 2010

Fallen Rib

Shibawanko posted:

Yeah the end goal for a MW playthrough for me is to unite the island's factions under my one man rulership, and to collect most of the artifacts. All of the other TES games didn't give me a goal like that, the factions were easy and there was no cool random poo poo lying around. I don't really stick around for story and combat alone, and Morrowind's story is better than any of the other games' anyway.

e: Oh yeah, and to procure a gondolier's hat

A mod to unite The Great Houses of the Dunmer and drive the mongrel dogs of the empire from Morrowind without necessarily taking Dagoth Ur's side would be my dream mod if done well.

I'd love some kind of systems-based approach to great house rulership (mines, revenues, spreadsheets) as well as events like the stronghold in Pillars of Eternity with various scenarios that come your way.

Entropy238
Oct 21, 2010

Fallen Rib
I might just be a casual but I found Sotha Sil Expanded extremely frustrating without some kind of "how to" to refer to. I couldn't tell whether I'd broken something by going somewhere I wasn't meant to be or if I'd just gotta plain old stuck.

Entropy238
Oct 21, 2010

Fallen Rib
Yeah, stealth is something that Morrowind did not do well compared to later iterations in the series.

Generally speaking, you're either 100% undetectable and the enemy AI shits the bed and they start panicking and running around like idiots or it's impossible to sneak in the first place. Never really feels like there's much middle ground.

If you wanted to do stealth I'd suggest keeping sneak as a misc and training it and then using illusion magic.

Entropy238
Oct 21, 2010

Fallen Rib
Medium armour is nice in the early to mid game if you're going for a strength char so that you don't get bogged down too much by your encumbrance. There's a super nice medium armour available (best in slot for torso) at the end of one of the faction quests so you're not really losing much by going with both medium and heavy in the long run imo

Entropy238
Oct 21, 2010

Fallen Rib

basic hitler posted:

Daggerfall looks like a game I might enjoy trying, if I had grown up during that era of weird experimental RPGs, but as it stands morrowind is about as far back as I'm able to go without wanting to pull my loving hair out.

I tried it, read a fair bit about it, made my character and then spent about 4/5 hours playing it before I got fed up.

The actual dungeon spelunking content and the mechanics are fun but the UI/Controls, quest timers and it being completely impossible to navigate in towns made it too much hassle to bother for me. I actually loved the old timey graphics and the wide open spaces.

Entropy238
Oct 21, 2010

Fallen Rib

Atrayonis posted:

TR Lore Stuff

This is all so cool. Thank you so much for working on it.

Entropy238
Oct 21, 2010

Fallen Rib

Node posted:

I am very well aware of the status and progress of TR, but I have to ask: as of right now, how many hours of content do you think you can ROUGHLY estimate a player would have purely within the mainland? If they did maybe, 75% of the quests, dungeons, etc.

Personally, when I do TR, I just head out and explore and mostly just go back to the towns when I need something. Morrowind's about exploration for me and I don't really like "go out and collect [x] amount of pubes" quests.

Depending on the character, and if you're being methodical, I could easily get anywhere between 40 - 60 hours out of the TR content atm. That's just an estimate.

Edit: Comment is without prejudice to the guild quests which may actually be good - I haven't done them

Entropy238
Oct 21, 2010

Fallen Rib
I'd be happy with just the Morrowind province ands loads and loads of really well fleshed out main quests that can visibly change the world.

Maybe the Black Marsh too - given it's kind of alien/exotic.

Entropy238
Oct 21, 2010

Fallen Rib
I thought one of the points of openMW was it you wouldn't need MWSE any more - it'd have a better implementation of the same kind of functionality.

Entropy238
Oct 21, 2010

Fallen Rib
Is it planned that openCS will be a much more powerful/low level tool than the original construction set? Being able to edit and add new spell effects and damage types would be sweet.

Edit: I'm thinking spears doing piercing damage, maces doing blunt damage and enemies having different kinds of resistances

Entropy238 fucked around with this message at 22:15 on Mar 15, 2017

Entropy238
Oct 21, 2010

Fallen Rib

Meyers-Briggs Testicle posted:

https://streamable.com/u11ub
daedra daggers
e: the animation plays normally (just extremely fast), apparently compressing the capture file made it seem choppy. also that's 900 daggers thrown per minute ~15 per second

That is openMW right? If I tried that on any of my installs morrowind would've completely shat the bed.

Entropy238
Oct 21, 2010

Fallen Rib
A Redguard that starts with longsword as a major and combat specialisation, at full fatigue, will have approximately a 62.5% chance to hit whatever you wanna hit so long as your agility is more or less equal to the targets. Within the first 5-6 levels I suspect you'd get that very close to 100% for most enemies (+1 skill in longsword = +1.25% chance to hit at full fatigue).

If that's not enough you can start with an Orc using any weapon that get's a +100% hit chance racial ability that can be used once per day.

Entropy238
Oct 21, 2010

Fallen Rib
Morrowind enthusiasts poo poo on MGSO but I think it was good at the time – it also raised Morrowind's profile through loads of the nice screen shots that people made and probably introduced a generation of people to Morrowind that wouldn't otherwise have played.

Entropy238
Oct 21, 2010

Fallen Rib

Meyers-Briggs Testicle posted:

ya agree but its bad now compared with what you can download in a few clicks, mcp 2.3 is amazing.

MGSO didn't do anything to impact gameplay which was funny because a lot of people said "i can stand old graphics its the combat and weird old mechanics i can't stand" then they download mgso and say "it makes morrowind perfect!" without realizing it only changed the graphics lol

Yeah, I'd say the guy that's worked on MCP has done more to make Morrowind as popular as it is now than anyone else. Without it the engine is just so loving janky and crashes so much it's hard to get in to the game. I remember on one of my installs Morrowind would CTD once every 10-15 mins, now I get CTDs once every 10 - 15 hours.

God help anyone that plays Morrowind on Xbox - I couldn't imagine what that's like.

Entropy238
Oct 21, 2010

Fallen Rib

Meyers-Briggs Testicle posted:

Or use a pastebin guide and not be stuck with 2005s idea of better bodies and some idiots idea of what makes for improvements to meshes. Robert's >>> bb, enjoy mgso crashes and "improved" meshes with weird collisions that make moving through areas like Balmora mages guild difficult! Ignoring the past 5 years of modding is really cool and good

K8.0 posted:

Maybe, but the game's still better with a few simple mods than a complicated shitfest.

This is all right of course, but it doesn't change the fact that for the average person trying to install mods for Morrowind is an extremely difficult and technical process, and any number of things can completely gently caress up your game. Knowing what will and won't gently caress things up is a Dark Art that can only be learned through years of experimentation.

MGSO fulfilled a need for the people that don't want to spend six to seven hours installing a game. You can of course say "graphics mods aren't necessary", but that's not a position shared by the vast majority of people that play this game I feel.

It's also very hard for someone like me who might play Morrowind once or twice a year and who's not "plugged in" to the community on an ongoing basis to keep up to date with what the best mods are.

MGSO's crime was being left to linger and not keeping up with the times imo. The idea of having a community endorsed master graphics overhaul is a good one.

Entropy238
Oct 21, 2010

Fallen Rib

GreatGreen posted:

Are there any mods that replace the chance to hit mechanic with a simple "every weapon has a cool down of X seconds depending on the weapon before being able to swing again" mechanic?

Because honestly I think that mod, a view distance extender, and maybe a mod that allowed you to bind keys to instantly select and cast specific spells in one press would be all I'd ever need.

I think I mentioned this earlier in the thread, but if you pick a Redguard with Longblade Major and combat specialisation you'll have like a 62.5% chance to hit anything with full fatigue (37.5% with 0 fatigue), not taking in to account agility or other factors. Within a few levels of using it you'll be hitting pretty much 80%–90% of the time - just don't worry about it and make sure to always bring a few restore fatigue potions along. Redguards have a racial power which is very strong as well.

Also the orc racial gives you +100% chance to hit anything for a while once a day with pretty much any weapon.

whydirt posted:

It's been a minute since I've played, but can't you recharge your mana by using a spell that temporarily reduces your Int to 0 for 1 sec?

I think this is "fixed" as a default option in the Morrowind Code Patch but it's modular so you can select to turn it off. It's just as easy to make uber restore mana potions tbh.

Vargs posted:

I haven't played this game since it was the new, hot poo poo with the most impressive-looking video game water known to man, so I barely remember any of it. Any advice for what kind of character archetype to play? Like how Skyrim combat is reasonably fun if you play a stealth archer and utter garbage otherwise.

Anything is fine. Sneaking is either underpowered or hilariously overpowered in Morrowind and "pure thieves" with no magical capabilities are generally quite weak unless you add some magic in to the mix or a good combat option like blunt or longblade.

If you're planning on casting spells a fair bit a Breton with the Apprentice birthsign is quite a good pick. If you're willing to make uber restore mana potions, there's no reason not to pick the Atronach birthsign.

Entropy238
Oct 21, 2010

Fallen Rib
If you have spell damage on a weapon, like all spells, that actually is a random roll.

So 15 – 30 fire damage means random chance of 15 – 30 damage before resistances.

Actually if I recall correctly there's some weird poo poo that goes on with Morrowind's engine when it's calculating spell damage and you get +-1 on either end or something.

Entropy238
Oct 21, 2010

Fallen Rib
I always loved the idea of a randomiser mod for Morrowind. Not for quest items like Chrysamere or anything, but 10 different plugins, each of which puts lots of the cooler items in the game in different areas (and some in Tamriel Rebuilt).

I'd then edit the stats of the items so they're not all the same e.g. different versions of Daedric Claymore could range from 10 – 60 damage to 15 –75 damage. That way the player would always technically have something to strive towards getting unless they find the best version of the item for the first time.

Probably wouldn't be that hard to put together actually.

Entropy238
Oct 21, 2010

Fallen Rib

Meyers-Briggs Testicle posted:

have you been spying on me

not like i'm already making that

randomizing the damage ranges is basically impossible without making a new item entirely so I'm not going to do that

It's something I've always thought about doing but never got around to doing out of laziness :shrug:

In terms of randomising damage wouldn't all you need to do is copy paste Daedric_Claymore_1, Daedric_Claymore_2 etc... until you've got enough then tweak the damage ranges accordingly (+1, +2 etc ...).

Entropy238
Oct 21, 2010

Fallen Rib

Stuporstar posted:

I can't believe the pastebin guide still recommends this oldass unoptimized poo poo.

Be the change you want to see in the world

Entropy238
Oct 21, 2010

Fallen Rib

Looks cool. Also gives a legitimate reason for the "resist corprus" spell effect to exist. Maybe add some potions/scrolls in v 1.1?

I think there was a mod a while ago that'd give you blight diseases if you went out in Blight Storms for too long but I can't remember if whoever said they were making it ever got round to finishing it.

I don't think diseases in Morrowind should be as "curable" as they are. After a disease is cured you should slowly return back to full health over a long time (like 2-3 weeks).

Entropy238
Oct 21, 2010

Fallen Rib
By fulfilling Bethesda's vision I understood that to mean that Bethesda originally wanted to create the whole of Morrowind rather than Vvardenfell.

I honestly can't praise the people at Tamriel Rebuilt enough tbh. Not unlike this dead gay forum, it's a project that's survived long after many people thought it would die and they continue to (slowly) churn out some of the best content there is for Morrowind.

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Entropy238
Oct 21, 2010

Fallen Rib
Telvanni gets the top spot for me in terms of best faction quests, followed by Redoran and Temple in joint second probably. Telvanni has the absolute best mods though LGNPC's Pax Redoran is pretty great too.

A lot of the time when I play Morrowind now I ignore the faction quests for a long time and go out and explore. I know Vvardfenfell back to front but a lot of Tamriel Rebuilt is still unknown to me so going out and finding caves and weird places is really fun.

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